Open OvermindDL1 opened 8 years ago
Now that I know how to use soft dependency and to examine contents of data.raw
, I think I managed rewriting the codes to avoid overwriting Bob's toolbelt-2 except research count.
I believe it works for both vanilla and Bob's mod, but if another mod has also researches named toolbelt-2 or 3, I couldn't find a way to distinguish it from Bob's. The reason is that I can't access game.active_mods
in data.lua, because game
object is not initialized at that point.
Anyway, here is my try: a081b798de050ff0a46de6ea7bbf147ca0b9f044. Let me hear if it works for you.
Will try next chance I get. And yeah, that is why it is usually best to mutate existing ones (say a Math.max count value or a simple multiplier or so, that is what the Science Overhaul Mod does).
Bob's Mods already adds a toolbelt-2 addon (though his is cheaper oddly). Depending on the mod loading order between this mod and
boblogistics
it may or may not be applied. To fix this if you put a soft dependency (via? boblogistics
) then his mod will load first allowing yours to overwrite his with the more expensive recipe.In addition, he also has a
toolbelt-3
, which is considerably more expensive than this modstoolbelt-2
due to his inclusion ofscience-pack-4
. Any chance on adding atoolbelt-3
to this mod that overrides his with the same recipe as he already uses:However making the count much higher, say
CountFactor * 1000
or so?